QUAKE DONE DOUBLE QUICK LITE:

   Quake done double Quick lite is only the 3rd attempt for the QdQ team to run
   through Quake in cooperative mode. First we released QddQl's predecessor
   Quake done double Quick, a nightmare run through Quake, then shortly after
   we released RDSC. Runner's Delight at Speedcon is a speed-run of Runner's
   Delight, a custom-made mission pack for Quake.

   Cooperative mode: Two players tackle the map together, sharing the work to
   complete the level quicker than would be possible in single player mode.
   Actually, some of the times in this release are slower than the current
   single player records due to the timespan of this project :-)

   The result is a run through Quake, which is 2 minutes and 40 seconds faster
   than Quake done double Quick, which was released on August 29th, 2000. Now,
   over 5 years later, and quite a few struggles to get this done, we give you
   Quake done double Quick lite! Yeeehaaaw!


WORDS FROM THE CO-ORDINATOR:

   QddQl started somewhere back in 2000. The project was founded by Will Marsh,
   but eventually he sort of vanished, and Thomas Stubgaard stepped in as
   co-ordinator. The project saw a lot of demos to begin with, but soon people
   started losing interrest, and the project more or less died. Some vague 
   attempts were made to revive the project, but little did it help. It wasn't
   until Jozsef paid Attila a visit in August 2002 that the ball started
   rolling again. The two Hungarian runners kicked into high gear and produced
   a series of mindblowing demos. A few maps were still left to do though, and
   no-one seemed to want to do them. Eventually Thomas had the luck to persuade
   a few runners to take on the task required. The final demo was submitted on
   May 2nd, 2004. One other factor that contributed to the long duration of
   the project was its special nature: Recording multiplayer demos over the
   Internet was not an option most of the time because of lag, so we had to
   rely on people to come together and record them on a LAN.

   Two major differences from this project to its predecessor, is that we use
   bunny-hopping this time around, and that we use excessive boosts from the
   other player. A decision was taken back then to leave it out as this seemed
   like abuse of teamplay... Thankfully speedrunning has evolved a great deal
   since then, and a run without mad bunnying and constantly shooting eachother
   in the backs, would be nothing less than boring as fuck! Pardon my french...


ABOUT COOP DEMOS:

   Since this is only the 3rd, together with QddQ and RDSC, coop project from
   the QdQ team, some explanations are due. The demos are recorded by two
   players, a "server" and a "client". The server loads the map and usually
   pauses the game to wait for the client. The client connects to the server's
   machine. When the client has entered the game, the server can unpause and
   the action begins.

   Having two players available opens a new bag of speed-running tricks. First,
   players can share the work; actions which are necessary to leave the level
   can be distributed between the players, leading to faster times. This is
   especially useful with button-operated doors; one player presses the button
   while the other waits at the door. Examples of this are, for instance, e2m5
   and e3m3.

   Another category of new tricks are boosts: One player can shoot the other,
   giving him additional velocity. This leads to interesting new shortcuts,
   see for instance e2m3 or e3m1. Grenade jumps from the other player's grenade
   give twice the boost that your own grenades cause, leading to longer or
   higher jumps (see for instance e4m4).

   However, these possiblities would be useless if the players would end up
   killing each other. Therefore, we make use of the "teamplay" console
   variable. When teamplay is set to 1, players can shoot each other without
   damage to the other's health (damage to armor remains the same), provided
   they wear the same colored pants. A side-effect of this is that a player is
   not only unable to hurt his partner but also himself; rocket and grenade
   jumps are practically for free.


INSTALLATION:

   First you need to find your main Quake directory. This probably has the name 
   "Quake" and will contain such items as your Quake executable programs (such 
   as quake.exe, or winquake.exe, or glquake.exe...) and your Id1 subdirectory. 
   (Mac users may be more used to the term "folder" than directory.)

   You should make a subdirectory of this main directory. Give it whatever name 
   you like; for the purposes of these instructions we will assume you have 
   called it "qddql". In DOS, you can do this by changing to your main Quake
   directory and then typing "md qddql" at the prompt.

   The qddql.zip/dz file should contain two files which should be extracted
   into the qddql directory. These two files are:

   pak0.pak     - contains all the data for the demo
   qddql.txt    - this text file you are reading


RUNNING THE DEMOS:

   Now to run the movie, start Quake with the command-line option "-game qddql".
   In DOS, you should change to the main Quake directory and then type "quake
   -game qddql" (or "winquake", or "glquake" if appropriate.) On a Mac, you
   should press the option key whilst starting Quake in order to be able to
   enter command-line options.

   The demos are played from a menu interface, so that you can choose to play
   the whole game, or individual episodes, or individual levels. Moreover, you
   can choose to watch either player, or both players' view in alternating
   order (the options menu allows you to set the mode of play).

   Using the menu should be mostly self-explanatory! There are just a few 
   additional things you should know about using it.

   Whilst playing a demo, you can press F10 to stop and return to the menu.
   If you are playing a sequence of levels, such as the full run or an episode,
   then you can press F9 to advance to the next level. You can set the viewsize
   and crosshair settings that you prefer in the options menu. The function
   keys F1 through F5 let you alter the speed of the playback. F1 is fast
   forward, F2 is normal speed, F3 and F4 slow motion, and F5 pauses.


SOLVING PLAYBACK PROBLEMS:

   Some versions of Quake have some problems playing back very long demos. We
   have used every trick and hack we know to try to solve these problems, but
   it is possible some will have slipped through for your Quake version. If so,
   please tell us so we can fix the bug. But in any case, any errors shouldn't
   ruin your enjoyment of the movie. You can use the menu interface to play it
   one episode at a time, or to play any individual level.


TIMING:

   Just a quick explanation of why we say we completed Quake in 9:55. We
   recorded every demo separately and then connected them together, adding the
   times for the four episodes plus the end level. We did not count the times
   on the start level since, as you probably know, Quake never displays times
   for them, and apart from that they're not really interesting to run.


HOW THE RUN WAS RECORDED:

   We recorded each demo separately, on skill 0 (Easy), of course without
   any cheating. To start with the correct stats we ended the previous level
   with, we used a QuakeC patch that allowed us to select the statistics we
   started with.

   We recorded Quake as one big run because Quake was made to be played each 
   episode in a row, and not as separate levels. There are no weapons in the 
   higher levels, because you should have them already from previous ones. And 
   we did it by connecting single demos together because the final product is a 
   lot more interesting that way and entertaining, and we could include some 
   very cool tricks that we couldn't do had we recorded it in one sitting.

   As explained above, we used a setting of "teamplay 1" to allow for more
   tricks that we didn't have in single player mode. We felt that the added
   possibilities lead to runs which are more distinctive from their single-
   player equivalents and hence more fun.

   The demos included in this package are basically the original recordings,
   but we had to make some changes to make them play within the menu. We did
   take care to keep the spirit of the original recordings. Here's a list of
   the edits:

   - Made the demos play within the menu
   - Removed "x entered/exited the game" messages on every level
   - Made the players' colors the same in every demo


STATISTICS:

   "Saved" times are compared to the predecessor "Quake done double Quick"
   run in 12:35 <http://speeddemosarchive.com/quake/qdq/movies/qddq.html>

---------------------------------------------------------------------
Level                   Map     Player                  Time    Saved
---------------------------------------------------------------------
Introduction            START                       
The Slipgate Complex    E1M1    Attila/Peter            0:20    0:07
Castle Of The Damned    E1M2    Sergi/Jordi             0:29    0:05
The Necropolis          E1M3    Sergi/Jordi             0:25    0:03
The Grisly Grotto       E1M4    Attila/Jozsef           0:11    0:04
Gloom Keep              E1M5    Attila/Peter            0:10    0:03
The Door To Chthon      E1M6    Attila/Peter            0:08    0:01
The House Of Chthon     E1M7    Attila/Peter            0:10    0:07
---------------------------------------------------------------------
 Episode 1 - Dimension Of The Doomed                    1:53    0:30
---------------------------------------------------------------------
Introduction            START                       
The Installation        E2M1    Attila/Peter            0:05    0:04
The Ogre Citadel        E2M2    Martin/Jonny            0:30    0:14
The Crypt Of Decay      E2M3    Attila/Jozsef           0:15    0:05
The Ebon Fortress       E2M4    Sergi/Jordi             0:40    0:11
The Wizard's Manse      E2M5    Attila/Jozsef           0:17    0:11
The Dismal Oubliette    E2M6    Attila/Peter            1:12    0:06
---------------------------------------------------------------------
 Episode 2 - The Realm Of Black Magic                   2:59    0:51
---------------------------------------------------------------------
Introduction            START                       
Termination Central     E3M1    Sergi/Jordi             0:23    0:03
The Vaults Of Zin       E3M2    Attila/Jozsef           0:13    0:06
The Tomb Of Terror      E3M3    Attila/Jozsef           0:15    0:06
Satan's Dark Delight    E3M4    Martin/Mathias          0:23    0:07
The Wind Tunnels        E3M5    Attila/Jozsef           0:23    0:04
The Chambers Of Torment E3M6    Robert/Rickard          0:21    0:06
---------------------------------------------------------------------
 Episode 3 - The Netherworld                            1:58    0:32
---------------------------------------------------------------------
Introduction            START                       
The Sewage System       E4M1    Martin/Anders           0:15    0:02
The Tower Of Despair    E4M2    Martin/Niklas           0:29    0:08
The Elder God Shrine    E4M3    Martin/Anders           0:33    0:12
The Palace Of Hate      E4M4    Attila/Jozsef           0:18    0:08
Hell's Atrium           E4M5    Attila/Jozsef           0:08    0:03
The Pain Maze           E4M6    Robert/Rickard          0:20    0:02
Azure Agony             E4M7    Martin/Anders           0:32    0:12
---------------------------------------------------------------------
 Episode 4 - The Elder World                            2:35    0:47
---------------------------------------------------------------------
Introduction            START                       
Shub-Niggurath's Pit    END     Attila/Peter            0:30    0:00
---------------------------------------------------------------------
 Quake done double Quick lite                           9:55    2:40
---------------------------------------------------------------------


RUNNERS:

   Anders Nordensten
   Attila Csernyik
   Jordi Ros
   Jozsef Szalontai
   Martin Selinus
   Niklas Wikstrand
   Peter Horvath
   Rickard Axelsson
   Robert Axelsson
   Sergi Cami


PROGRAMMERS:

   Jozsef Szalontai
   Mathias Thore


AVI:

   Mathias Thore


PROJECT CO-ORDINATOR:

   Will Marsh
   Thomas Stubgaard


UTILITIES USED:

   LMPC by Uwe Girlich <http://www.planetquake.com/demospecs> for decompiling
   and recompiling demos so we could use the convenient LS format. Also Uwe's
   DEM specs were very useful for us in creating our own tools.

   QdQstats <http://speeddemosarchive.com/quake/QdQstats18.zip>
   DemoRelise (unreleased) to make demos that fit into a continuous run. 
   Demtool <http://speeddemosarchive.com/quake/demtool.zip> for various editing.
   Ifix (http://speeddemosarchive.com/quake/misc/ifix.zip), to fix intermission
   views.

   We also made use of a compression tool (DZIP) that works way better then
   usual ZIP-programs on demos and PAK-files. It's highly recommended to get
   this tool from <http://speeddemosarchive.com/dzip/>


AVI UTILITIES USED:

   We give you a 2.35:1 widescreen edition AVI this time, with DivX pro 5.2.0
   video and LAME Mp3 audio.

   Programs used:

   JoeQuake v0.14 for capturing:
   http://www.runecentral.com/joequake/news.html

   VirtualDub 1.5.10 for DivX compression and demuxing:
   http://www.virtualdub.org

   winLAME rc3 with LAME 3.92 for making mp3:
   http://winlame.sourceforge.net/

   VirtualDubMod 1.5.4.1 for muxing DivX/mp3:
   http://virtualdubmod.sourceforge.net

   Cool Edit Pro 2.0 for some sound editing:

   Paint Shop Pro 7.0 for some image editing:

   AviSynth 2.5 for everything else:
   http://www.avisynth.org/

   Quake Sound Resampling Project, whithout which the audio wouldn't have been
   any good at all...
   http://www.stay.dsl.pipex.com/qsrp.htm


CONTACT INFO:

   Web: http://speeddemosarchive.com/quake/
   IRC: #qdq on quakenet


Thanks,
TeamSDA / TeamQdQ - June 22nd, 2006.
